 d825576f12
			
		
	
	d825576f12
	
	
	
		
			
			Energy Link: * Transfer and Storage increased by 10X * Cost of building increased by roughly 10X * This is a way to address their effect on performance, as users now need a tenth of them to get the same throughput, it also differentiates them from Accumulators 5 new Traps: * Teleport Trap * Grenade Trap * Cluster Grenade Trap * Artillery Trap * Atomic Rocket Trap When max science is lower than min science, the two are now swapped. Max Evolution Trap count was changed from 25 -> 10. New option: Ingredients Offset * When creating random recipes, use this many more or less ingredients in the new recipe.
		
			
				
	
	
		
			471 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			471 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from __future__ import annotations
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| import typing
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| import datetime
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| 
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| from Options import Choice, OptionDict, OptionSet, ItemDict, Option, DefaultOnToggle, Range, DeathLink, Toggle
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| from schema import Schema, Optional, And, Or
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| 
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| # schema helpers
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| FloatRange = lambda low, high: And(Or(int, float), lambda f: low <= f <= high)
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| LuaBool = Or(bool, And(int, lambda n: n in (0, 1)))
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| 
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| 
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| class MaxSciencePack(Choice):
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|     """Maximum level of science pack required to complete the game.
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|     This also affects the relative cost of silo and satellite recipes if they are randomized.
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|     That is the only thing in which the Utility Science Pack and Space Science Pack settings differ."""
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|     display_name = "Maximum Required Science Pack"
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|     option_automation_science_pack = 0
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|     option_logistic_science_pack = 1
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|     option_military_science_pack = 2
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|     option_chemical_science_pack = 3
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|     option_production_science_pack = 4
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|     option_utility_science_pack = 5
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|     option_space_science_pack = 6
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|     default = 6
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| 
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|     def get_allowed_packs(self):
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|         return {option.replace("_", "-") for option, value in self.options.items() if value <= self.value} - \
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|                {"space-science-pack"}  # with rocket launch being the goal, post-launch techs don't make sense
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| 
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|     @classmethod
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|     def get_ordered_science_packs(cls):
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|         return [option.replace("_", "-") for option, value in sorted(cls.options.items(), key=lambda pair: pair[1])]
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| 
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|     def get_max_pack(self):
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|         return self.get_ordered_science_packs()[self.value].replace("_", "-")
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| 
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| 
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| class Goal(Choice):
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|     """Goal required to complete the game."""
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|     display_name = "Goal"
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|     option_rocket = 0
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|     option_satellite = 1
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|     default = 0
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| 
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| 
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| class TechCost(Range):
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|     range_start = 1
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|     range_end = 10000
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|     default = 5
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| 
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| 
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| class MinTechCost(TechCost):
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|     """The cheapest a Technology can be in Science Packs."""
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|     display_name = "Minimum Science Pack Cost"
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|     default = 5
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| 
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| 
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| class MaxTechCost(TechCost):
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|     """The most expensive a Technology can be in Science Packs."""
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|     display_name = "Maximum Science Pack Cost"
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|     default = 500
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| 
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| 
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| class TechCostDistribution(Choice):
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|     """Random distribution of costs of the Science Packs.
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|     Even: any number between min and max is equally likely.
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|     Low: low costs, near the minimum, are more likely.
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|     Middle: medium costs, near the average, are more likely.
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|     High: high costs, near the maximum, are more likely."""
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|     display_name = "Tech Cost Distribution"
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|     option_even = 0
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|     option_low = 1
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|     option_middle = 2
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|     option_high = 3
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| 
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| 
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| class TechCostMix(Range):
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|     """Percent chance that a preceding Science Pack is also required.
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|     Chance is rolled per preceding pack."""
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|     display_name = "Science Pack Cost Mix"
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|     range_end = 100
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|     default = 70
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| 
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| 
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| class RampingTechCosts(Toggle):
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|     """Forces the amount of Science Packs required to ramp up with the highest involved Pack. Average is preserved.
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|     For example:
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|     off: Automation (red)/Logistics (green) sciences can range from 1 to 1000 Science Packs,
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|     on: Automation (red) ranges to ~500 packs and Logistics (green) from ~500 to 1000 Science Packs"""
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|     display_name = "Ramping Tech Costs"
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| 
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| 
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| class Silo(Choice):
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|     """Ingredients to craft rocket silo or auto-place if set to spawn."""
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|     display_name = "Rocket Silo"
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|     option_vanilla = 0
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|     option_randomize_recipe = 1
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|     option_spawn = 2
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|     default = 0
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| 
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| 
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| class Satellite(Choice):
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|     """Ingredients to craft satellite."""
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|     display_name = "Satellite"
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|     option_vanilla = 0
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|     option_randomize_recipe = 1
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|     default = 0
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| 
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| 
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| class FreeSamples(Choice):
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|     """Get free items with your technologies."""
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|     display_name = "Free Samples"
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|     option_none = 0
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|     option_single_craft = 1
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|     option_half_stack = 2
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|     option_stack = 3
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|     default = 3
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| 
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| 
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| class TechTreeLayout(Choice):
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|     """Selects how the tech tree nodes are interwoven.
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|     Single: No dependencies
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|     Diamonds: Several grid graphs (4/9/16 nodes each)
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|     Pyramids: Several top halves of diamonds (6/10/15 nodes each)
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|     Funnels: Several bottom halves of diamonds (6/10/15 nodes each)
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|     Trees: Several trees
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|     Choices: A single balanced binary tree
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|     """
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|     display_name = "Technology Tree Layout"
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|     option_single = 0
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|     option_small_diamonds = 1
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|     option_medium_diamonds = 2
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|     option_large_diamonds = 3
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|     option_small_pyramids = 4
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|     option_medium_pyramids = 5
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|     option_large_pyramids = 6
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|     option_small_funnels = 7
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|     option_medium_funnels = 8
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|     option_large_funnels = 9
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|     option_trees = 10
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|     option_choices = 11
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|     default = 0
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| 
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| 
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| class TechTreeInformation(Choice):
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|     """How much information should be displayed in the tech tree.
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|     None: No indication what a research unlocks
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|     Advancement: Indicators which researches unlock items that are considered logical advancements
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|     Full: Labels with exact names and recipients of unlocked items; all researches are prefilled into the !hint command.
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|     """
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|     display_name = "Technology Tree Information"
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|     option_none = 0
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|     option_advancement = 1
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|     option_full = 2
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|     default = 2
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| 
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| 
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| class RecipeTime(Choice):
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|     """Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
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|     Fast: 0.25X - 1X
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|     Normal: 0.5X - 2X
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|     Slow: 1X - 4X
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|     Chaos: 0.25X - 4X
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|     New category: ignores vanilla recipe time and rolls new one
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|     New Fast: 0.25 - 2 seconds
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|     New Normal: 0.25 - 10 seconds
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|     New Slow:  5 - 10 seconds
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|     """
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|     display_name = "Recipe Time"
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|     option_vanilla = 0
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|     option_fast = 1
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|     option_normal = 2
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|     option_slow = 4
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|     option_chaos = 5
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|     option_new_fast = 6
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|     option_new_normal = 7
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|     option_new_slow = 8
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| 
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| 
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| class Progressive(Choice):
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|     """Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation",
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|     which awards them in order."""
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|     display_name = "Progressive Technologies"
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|     option_off = 0
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|     option_grouped_random = 1
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|     option_on = 2
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|     default = 2
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| 
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|     def want_progressives(self, random):
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|         return random.choice([True, False]) if self.value == self.option_grouped_random else bool(self.value)
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| 
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| 
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| class RecipeIngredients(Choice):
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|     """Select if rocket, or rocket + science pack ingredients should be random."""
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|     display_name = "Random Recipe Ingredients Level"
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|     option_rocket = 0
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|     option_science_pack = 1
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| 
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| 
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| class RecipeIngredientsOffset(Range):
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|     """When randomizing ingredients, remove or add this many "slots" of items.
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|     For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2."""
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|     display_name = "Randomized Recipe Ingredients Offset"
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|     range_start = -1
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|     range_end = 5
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| 
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| 
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| class FactorioStartItems(ItemDict):
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|     """Mapping of Factorio internal item-name to amount granted on start."""
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|     display_name = "Starting Items"
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|     verify_item_name = False
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|     default = {"burner-mining-drill": 19, "stone-furnace": 19}
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| 
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| 
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| class FactorioFreeSampleBlacklist(OptionSet):
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|     """Set of items that should never be granted from Free Samples"""
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|     display_name = "Free Sample Blacklist"
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| 
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| 
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| class FactorioFreeSampleWhitelist(OptionSet):
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|     """Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned."""
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|     display_name = "Free Sample Whitelist"
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| 
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| 
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| class TrapCount(Range):
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|     range_end = 25
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| 
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| 
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| class AttackTrapCount(TrapCount):
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|     """Trap items that when received trigger an attack on your base."""
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|     display_name = "Attack Traps"
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| 
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| 
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| class TeleportTrapCount(TrapCount):
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|     """Trap items that when received trigger a random teleport."""
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|     display_name = "Teleport Traps"
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| 
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| 
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| class GrenadeTrapCount(TrapCount):
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|     """Trap items that when received trigger a grenade explosion on each player."""
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|     display_name = "Grenade Traps"
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| 
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| 
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| class ClusterGrenadeTrapCount(TrapCount):
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|     """Trap items that when received trigger a cluster grenade explosion on each player."""
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|     display_name = "Cluster Grenade Traps"
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| 
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| 
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| class ArtilleryTrapCount(TrapCount):
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|     """Trap items that when received trigger an artillery shell on each player."""
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|     display_name = "Artillery Traps"
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| 
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| 
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| class AtomicRocketTrapCount(TrapCount):
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|     """Trap items that when received trigger an atomic rocket explosion on each player.
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|     Warning: there is no warning. The launch is instantaneous."""
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|     display_name = "Atomic Rocket Traps"
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| 
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| 
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| class EvolutionTrapCount(TrapCount):
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|     """Trap items that when received increase the enemy evolution."""
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|     display_name = "Evolution Traps"
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|     range_end = 10
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| 
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| 
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| class EvolutionTrapIncrease(Range):
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|     """How much an Evolution Trap increases the enemy evolution.
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|     Increases scale down proportionally to the session's current evolution factor
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|     (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)"""
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|     display_name = "Evolution Trap % Effect"
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|     range_start = 1
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|     default = 10
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|     range_end = 100
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| 
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| 
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| class FactorioWorldGen(OptionDict):
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|     """World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator,
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|     with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings"""
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|     display_name = "World Generation"
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|     # FIXME: do we want default be a rando-optimized default or in-game DS?
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|     value: typing.Dict[str, typing.Dict[str, typing.Any]]
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|     default = {
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|         "terrain_segmentation": 0.5,
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|         "water": 1.5,
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|         "autoplace_controls": {
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|             "coal": {"frequency": 1, "size": 3, "richness": 6},
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|             "copper-ore": {"frequency": 1, "size": 3, "richness": 6},
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|             "crude-oil": {"frequency": 1, "size": 3, "richness": 6},
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|             "enemy-base": {"frequency": 1, "size": 1, "richness": 1},
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|             "iron-ore": {"frequency": 1, "size": 3, "richness": 6},
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|             "stone": {"frequency": 1, "size": 3, "richness": 6},
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|             "trees": {"frequency": 1, "size": 1, "richness": 1},
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|             "uranium-ore": {"frequency": 1, "size": 3, "richness": 6}
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|         },
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|         "seed": None,
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|         "starting_area": 1,
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|         "peaceful_mode": False,
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|         "cliff_settings": {
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|             "name": "cliff",
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|             "cliff_elevation_0": 10,
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|             "cliff_elevation_interval": 40,
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|             "richness": 1
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|         },
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|         "property_expression_names": {
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|             "control-setting:moisture:bias": 0,
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|             "control-setting:moisture:frequency:multiplier": 1,
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|             "control-setting:aux:bias": 0,
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|             "control-setting:aux:frequency:multiplier": 1
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|         },
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|         "pollution": {
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|             "enabled": True,
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|             "diffusion_ratio": 0.02,
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|             "ageing": 1,
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|             "enemy_attack_pollution_consumption_modifier": 1,
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|             "min_pollution_to_damage_trees": 60,
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|             "pollution_restored_per_tree_damage": 10
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|         },
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|         "enemy_evolution": {
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|             "enabled": True,
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|             "time_factor": 40.0e-7,
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|             "destroy_factor": 200.0e-5,
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|             "pollution_factor": 9.0e-7
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|         },
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|         "enemy_expansion": {
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|             "enabled": True,
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|             "max_expansion_distance": 7,
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|             "settler_group_min_size": 5,
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|             "settler_group_max_size": 20,
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|             "min_expansion_cooldown": 14400,
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|             "max_expansion_cooldown": 216000
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|         }
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|     }
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|     schema = Schema({
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|         "basic": {
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|             Optional("terrain_segmentation"): FloatRange(0.166, 6),
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|             Optional("water"): FloatRange(0.166, 6),
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|             Optional("autoplace_controls"): {
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|                 str: {
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|                     "frequency": FloatRange(0, 6),
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|                     "size": FloatRange(0, 6),
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|                     "richness": FloatRange(0.166, 6)
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|                 }
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|             },
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|             Optional("seed"): Or(None, And(int, lambda n: n >= 0)),
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|             Optional("width"): And(int, lambda n: n >= 0),
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|             Optional("height"): And(int, lambda n: n >= 0),
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|             Optional("starting_area"): FloatRange(0.166, 6),
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|             Optional("peaceful_mode"): LuaBool,
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|             Optional("cliff_settings"): {
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|                 "name": str, "cliff_elevation_0": FloatRange(0, 99),
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|                 "cliff_elevation_interval": FloatRange(0.066, 241),  # 40/frequency
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|                 "richness": FloatRange(0, 6)
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|             },
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|             Optional("property_expression_names"): Schema({
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|                 Optional("control-setting:moisture:bias"): FloatRange(-0.5, 0.5),
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|                 Optional("control-setting:moisture:frequency:multiplier"): FloatRange(0.166, 6),
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|                 Optional("control-setting:aux:bias"): FloatRange(-0.5, 0.5),
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|                 Optional("control-setting:aux:frequency:multiplier"): FloatRange(0.166, 6),
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|                 Optional(str): object  # allow overriding all properties
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|             }),
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|         },
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|         "advanced": {
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|             Optional("pollution"): {
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|                 Optional("enabled"): LuaBool,
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|                 Optional("diffusion_ratio"): FloatRange(0, 0.25),
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|                 Optional("ageing"): FloatRange(0.1, 4),
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|                 Optional("enemy_attack_pollution_consumption_modifier"): FloatRange(0.1, 4),
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|                 Optional("min_pollution_to_damage_trees"): FloatRange(0, 9999),
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|                 Optional("pollution_restored_per_tree_damage"): FloatRange(0, 9999)
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|             },
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|             Optional("enemy_evolution"): {
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|                 Optional("enabled"): LuaBool,
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|                 Optional("time_factor"): FloatRange(0, 1000e-7),
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|                 Optional("destroy_factor"): FloatRange(0, 1000e-5),
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|                 Optional("pollution_factor"): FloatRange(0, 1000e-7),
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|             },
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|             Optional("enemy_expansion"): {
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|                 Optional("enabled"): LuaBool,
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|                 Optional("max_expansion_distance"): FloatRange(2, 20),
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|                 Optional("settler_group_min_size"): FloatRange(1, 20),
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|                 Optional("settler_group_max_size"): FloatRange(1, 50),
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|                 Optional("min_expansion_cooldown"): FloatRange(3600, 216000),
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|                 Optional("max_expansion_cooldown"): FloatRange(18000, 648000)
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|             }
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|         }
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|     })
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| 
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|     def __init__(self, value: typing.Dict[str, typing.Any]):
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|         advanced = {"pollution", "enemy_evolution", "enemy_expansion"}
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|         self.value = {
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|             "basic": {key: value[key] for key in value.keys() - advanced},
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|             "advanced": {key: value[key] for key in value.keys() & advanced}
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|         }
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| 
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|         # verify min_values <= max_values
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|         def optional_min_lte_max(container, min_key, max_key):
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|             min_val = container.get(min_key, None)
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|             max_val = container.get(max_key, None)
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|             if min_val is not None and max_val is not None and min_val > max_val:
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|                 raise ValueError(f"{min_key} can't be bigger than {max_key}")
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| 
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|         enemy_expansion = self.value["advanced"].get("enemy_expansion", {})
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|         optional_min_lte_max(enemy_expansion, "settler_group_min_size", "settler_group_max_size")
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|         optional_min_lte_max(enemy_expansion, "min_expansion_cooldown", "max_expansion_cooldown")
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| 
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|     @classmethod
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|     def from_any(cls, data: typing.Dict[str, typing.Any]) -> FactorioWorldGen:
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|         if type(data) == dict:
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|             return cls(data)
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|         else:
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|             raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
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| 
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| 
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| class ImportedBlueprint(DefaultOnToggle):
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|     """Allow or Disallow Blueprints from outside the current savegame."""
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|     display_name = "Blueprints"
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| 
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| 
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| class EnergyLink(Toggle):
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|     """Allow sending energy to other worlds. 25% of the energy is lost in the transfer."""
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|     display_name = "EnergyLink"
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| 
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| 
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| factorio_options: typing.Dict[str, type(Option)] = {
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|     "max_science_pack": MaxSciencePack,
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|     "goal": Goal,
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|     "tech_tree_layout": TechTreeLayout,
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|     "min_tech_cost": MinTechCost,
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|     "max_tech_cost": MaxTechCost,
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|     "tech_cost_distribution": TechCostDistribution,
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|     "tech_cost_mix": TechCostMix,
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|     "ramping_tech_costs": RampingTechCosts,
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|     "silo": Silo,
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|     "satellite": Satellite,
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|     "free_samples": FreeSamples,
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|     "tech_tree_information": TechTreeInformation,
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|     "starting_items": FactorioStartItems,
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|     "free_sample_blacklist": FactorioFreeSampleBlacklist,
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|     "free_sample_whitelist": FactorioFreeSampleWhitelist,
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|     "recipe_time": RecipeTime,
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|     "recipe_ingredients": RecipeIngredients,
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|     "recipe_ingredients_offset": RecipeIngredientsOffset,
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|     "imported_blueprints": ImportedBlueprint,
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|     "world_gen": FactorioWorldGen,
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|     "progressive": Progressive,
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|     "teleport_traps": TeleportTrapCount,
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|     "grenade_traps": GrenadeTrapCount,
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|     "cluster_grenade_traps": ClusterGrenadeTrapCount,
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|     "artillery_traps": ArtilleryTrapCount,
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|     "atomic_rocket_traps": AtomicRocketTrapCount,
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|     "attack_traps": AttackTrapCount,
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|     "evolution_traps": EvolutionTrapCount,
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|     "evolution_trap_increase": EvolutionTrapIncrease,
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|     "death_link": DeathLink,
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|     "energy_link": EnergyLink,
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| }
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| 
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| # spoilers below. If you spoil it for yourself, please at least don't spoil it for anyone else.
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| if datetime.datetime.today().month == 4:
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| 
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|     class ChunkShuffle(Toggle):
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|         """Entrance Randomizer."""
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|         display_name = "Chunk Shuffle"
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| 
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| 
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|     if datetime.datetime.today().day > 1:
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|         ChunkShuffle.__doc__ += """
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|         2023 April Fool's option. Shuffles chunk border transitions."""
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|     factorio_options["chunk_shuffle"] = ChunkShuffle
 |